Combat Sequence

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Combat Summary
One Combat Round = (6 seconds per round)

  • Step One: Choose A Stance
    Choose your Combat Stance
  • Step Two: Roll Initiative
    1. Roll Initiative on first round of combat
    2. Roll dice equal to Reflexes + Insight: Keep Air Ring (Modified by any abilities ect.)
    This Initiative is used for the entire duration of combat and proceeds from Highest to Lowest
    It may later be modified by character abilities, situational modifiers, and wound penalties; potentially changing the order of initiative during later rounds.
  • Step Three: Take Actions
    Take Actions or Choose to Delay Action until end of round:
    Per Round you can make:
    1 Complex Action + Free Actions
    Or
    2 Simple Actions + Free Actions

Free Actions: Draw a small weapon, speak up to five words, Move Water x 5 ft., prepare a spell scroll, or drop something
Simple Actions: Activate a Kata, draw a medium or large weapon, Move Water x 10 ft., dismount, pick up an item, put a scroll away, speak more than five words, or stand from prone position
Complex Actions: Make a melee or ranged attack, cast a spell, use a non-attack skill, string a bow for use, or mount a horse

  • Step Four: Resolve
    Resolve reaction effects (if any)

Combat Movement
Free Action = 5 x Water Ring in feet
Simple Action = 10 x Water Ring in feet
Complex Action = not a normal movment, sometimes required by specific tasks

Max Movement Per Round = 20 x Water Ring unless modified by an ability

Modifiers to Movement:
Basic = no modifier (streets, plains, sparse forest, ect.)
Moderate = factor Water Ring as if it were one lower (tall grass, foothills, beaches, ect.)
Difficult = factor Water Ring as if it were two lower (mountains, dense forest, water, ect.)
= Move Actions in Difficult terrain may also apply penalties to attack rolls

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Combat Sequence

Rokugan: Shadow Creeping caeads